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  1. #1
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    Feb 2006
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    18

    Talking pure wiz necro arcane archer

    Code:
    Character Plan by DDO Character Planner Version 3.34
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    kankles 
    Level 20 True Neutral Elf Male
    (20 Wizard) 
    Hit Points: 160
    Spell Points: 1762 
    BAB: 10\10\15\20
    Fortitude: 8
    Reflex: 10
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (32 Point)       (Level 1)             (Level 20)
    Strength              8                     8
    Dexterity            16                    19
    Constitution         14                    14
    Intelligence         18                    26
    Wisdom                8                     8
    Charisma              8                     8
    
    Tomes Used
    +1 Tome of Dexterity used at level 2
    +3 Tome of Dexterity used at level 9
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               5                    15.5
    Bluff                -1                    -1
    Concentration         6                    27
    Diplomacy            -1                    -1
    Disable Device        n/a                   n/a
    Haggle               -1                    -1
    Heal                 -1                    -1
    Hide                  5                    15.5
    Intimidate           -1                    -1
    Jump                  1                    11
    Listen               -1                     1
    Move Silently         5                    15.5
    Open Lock             n/a                   n/a
    Perform              n/a                   n/a
    Repair                4                     8
    Search                4                    10
    Spot                  1                    13
    Swim                 -1                    -1
    Tumble                n/a                  12
    Use Magic Device     n/a                   n/a
    
    Level 1 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Feat: (Wizard Bonus) Spell Focus: Necromancy
    Spell (1): Chill Touch
    Spell (1): Shield
    Spell (1): Niac's Cold Ray
    Spell (1): Magic Missle
    Spell (1): Mage Armor
    Spell (1): Charm Person
    Spell (1): Acid Spray
    Enhancement: Elven Arcanum I
    Enhancement: Wizard Energy Manipulation I
    Enhancement: Wizard Elemental Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Spell (1): Summon Monster I
    Spell (1): Hypnotism
    Enhancement: Wizard Intelligence I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Maximize Spell
    Spell (2): Command Undead
    Spell (2): Blur
    Enhancement: Elven Ranged Damage I
    Enhancement: Wizard Concentration I
    Enhancement: Wizard Lineage of Energy I
    Enhancement: Wizard Lineage of Elements I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Spell (2): Web
    Spell (2): Scorching Ray
    Enhancement: Elven Ranged Attack I
    Enhancement: Wizard Elemental Manipulation II
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (3): Haste
    Spell (3): Frost Lance
    Enhancement: Wizard Lineage of Deadly Elements I
    
    
    Level 6 (Wizard)
    Feat: (Selected) Weapon Focus: Ranged Weapons
    Spell (3): Acid Blast
    Spell (3): Fireball
    Enhancement: Wizard Lineage of Deadly Energy I
    Enhancement: Wizard Pale Master I
    Enhancement: Summon Skeleton Archer
    Enhancement: Summon Skeletal Knight
    Enhancement: Summon Skeletal Mage
    
    
    Level 7 (Wizard)
    Spell (4): Wall of Fire
    Spell (4): Enervation
    Enhancement: Wizard Energy Manipulation II
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Spell (4): Phantasmal Killer
    Spell (4): Charm Monster
    Enhancement: Wizard Intelligence II
    
    
    Level 9 (Wizard)
    Feat: (Selected) Point Blank Shot
    Spell (5): Prismatic Ray
    Spell (5): Dominate Person
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Heighten Spell
    Spell (5): Hold Monster
    Spell (5): Protection From Elements
    Enhancement: Wizard Lineage of Deadly Elements II
    Enhancement: Wizard Elemental Manipulation III
    
    
    Level 11 (Wizard)
    Spell (6): Symbol of Persuasion
    Spell (6): Disintegrate
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Feat: (Selected) Rapid Shot
    Spell (6): Greater Heroism
    Spell (6): Create Undead
    Enhancement: Elven Arcane Archer: Imbue Acid Arrows
    Enhancement: Elven Arcane Archer: Imbue Force Arrows
    Enhancement: Elven Arcane Archer: Conjure +2 Arrows
    Enhancement: Elven Arcane Archer I
    
    
    Level 13 (Wizard)
    Spell (7): Prismatic Spray
    Spell (7): Finger of Death
    Enhancement: Wizard Pale Master II
    Enhancement: Summon Blackbone Archer
    Enhancement: Summon Blackbone Knight
    Enhancement: Summon Blackbone Mage
    
    
    Level 14 (Wizard)
    Spell (7): Delayed Blast Fireball
    Spell (7): Banishment
    Enhancement: Elven Arcane Archer: Imbue Explosive Arrows
    Enhancement: Elven Arcane Archer: Conjure +3 Arrows
    Enhancement: Wizard Lineage of Elements II
    
    
    Level 15 (Wizard)
    Feat: (Wizard Bonus) Improved Mental Toughness
    Feat: (Selected) Manyshot
    Spell (8): Symbol of Death
    Spell (8): Horrid Wilting
    Enhancement: Wizard Improved Maximizing I
    Enhancement: Wizard Concentration II
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Spell (8): Polar Ray
    Spell (8): Greater Shout
    Enhancement: Elven Ranged Damage II
    
    
    Level 17 (Wizard)
    Spell (9): Wail of the Banshee
    Spell (9): Dominate Monster
    Enhancement: Elven Arcane Archer: Imbue Force Burst Arrows
    Enhancement: Elven Arcane Archer: Imbue Terror Arrows
    Enhancement: Elven Arcane Archer: Conjure +4 Arrows
    
    
    Level 18 (Wizard)
    Feat: (Selected) Spell Penetration
    Spell (9): Power Word: Kill
    Spell (9): Mass Hold Monster
    
    
    Level 19 (Wizard)
    Spell (9): Energy Drain
    Spell (9): Meteor Swarm
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Pale Master III
    Enhancement: Summon Frostmarrow Knight
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Feat: (Wizard Bonus) Empower Spell
    Spell (8): Incendiary Cloud
    Spell (8): Mass Charm Monster
    Enhancement: Elven Arcane Archer: Imbue Slaying Arrows
    Enhancement: Elven Arcane Archer: Conjure +5 Arrows
    Enhancement: Summon Frostmarrow Archer
    Enhancement: Summon Frostmarrow Mage
    this is my first attempt at a necromancer wizard with every arcane archer ability... i know it sucks so plz give me responses on things i could do to make it better ...if possible lol thanks!

    EDIT:alright i tried to make some of the changes that you 2 suggested and couldnt quite get them all like the ranger feats so i updated the build above
    Last edited by RG_Valdearg; 03-08-2010 at 07:38 PM.

  2. #2
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    Dec 2009
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    You may want to double check, as I am going off of memory, but I am pretty sure bow attack mod is solely dex, and that str is not taken into that equation at all... If my memory on this is correct, you may want to drop str for increased dex.

    EDIT: Also, you may want to rethink your feats a bit, but it would take some time to get them sorted.

  3. #3
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    Oct 2009
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    Ouch, this build looks challenging.

    You don't push your strengths enough. Necro spells need solid DCs; you pump your Wizard DCs with spell focus feats, but put level up points into Dex -- which you dumped at creation. You don't have Heighten or Spell Penetration either. Do do this without tomes, you'd have to drop INT to get a DEX high enough for Manyshot, but lowering INT will hurt those DCs. And without Manyshot you won't get anything from AA, IMO.

    So... assuming all that.

    I would drop STR to 8 or 10 (forget about Bow Strength) and WIS to 8, and put your Dex to 14 or 16. Eat +1 or +3 tome to hit 17 for Manyshot.

    Don't put level up points in Dex. Put those into INT, as your primary stat. That will help your DCs and make you a better caster. Keep Divine Power clickies available for your low BAB -- they last 1 minute, which is long enough for one round of sizzling Manyshot at a full BAB.

    For minimal DPS capability and "fun" with the AA, you should get the ranged feats PBS, Rapid Shot, Manyshot, and IC:Ranged. But without a 17 Dex you can't get Manyshot, so... eat that TOME!

    Drop Combat Casting and Mobile Spellcasting (and Eschew Materials, but that's more debateable) and get Heighten and the 2 spell Pens.

    Just my 2 cents: going to be tough, but possible.


    EDIT: hehe, rewrote many of the points after thinking about it for a couple minutes.
    Last edited by gavagai; 03-08-2010 at 07:42 PM.

  4. #4
    Community Member Visty's Avatar
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    you dont have any str nor bowstr, so your ranged dmg will suck

    max the wand/scroll enhancements and buy some lvl5 magic missile wands, will do more dmg then any arrow you shoot

    that way you also free lots of feats and buildpoints which you now can use usefully
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  5. #5
    Build Constructionist unbongwah's Avatar
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    Could do ranger 2 / wizard 18. Lose a metamagic feat and two spell slots, but gain two free bow feats and nudges your BAB to 11, which is just enough to get that third arrow from Manyshot.

  6. #6
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    Quote Originally Posted by Visty View Post
    you dont have any str nor bowstr, so your ranged dmg will suck

    max the wand/scroll enhancements and buy some lvl5 magic missile wands, will do more dmg then any arrow you shoot

    that way you also free lots of feats and buildpoints which you now can use usefully
    I agree that the ranged damage will suck. But there's no way to fit strength onto this build without hurting his DC's, dropping Con, or losing 17 Dex for Manyshot. It would be much better if AA imbues still worked with Repeater.... ah well.

    His damage will only be coming from bow effects, Imbue Arrow effects, and Manyshot. It's novel; but he may find some playstyle synergy with Terror Arrow. Luckily, Divine Power gives full BAB for Manyshot, so he can get the 4 arrows. (DP lasts 1 minute, so he'll have plenty of time to activate it before MS.)

    It's not much, but if he can do it without sacrificing his spellcasting DCs and Spell Pen its not crippling. I wouldn't recommend this as a "serious" build... but with LRs on the scene now, no reason to not do it if 20 seconds of Arcane Archer glory can satisfy his craving.

    I also wouldn't splash ranger unless you want to focus on nuking instead of DC/SP spells. That splash will hurt your spell pen, which IMO is more important than an extra 3-4 damage per shot with your bow.

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